ORAS OU Illuminati Team

scizor.gif
latias.gif
clefable.gif
keldeo-resolute.gif
serperior.gif
heatran.gif


The Overview

The Idea: Make a Steel/Fairy/Dragon core team.
What it ended up being: Steel/Fairy Dragon + Fire/Water/Grass team. Doubling the amount of triangles, we have surely doubled the effectiveness of the team.

Triangle 1​

scizor.gif
latias.gif
clefable.gif
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost

Scizor is our bulky steel type used for sweeping up anything that can be OHKO'd by a swords dance empowered bullet punch to the face. Scizor punches out Weaviles, Diances, and anything at all weak to it only requiring a single turn to set up with swords dance. And with Roost it can get the legendary 4X Attack and sweep your entire team. Knock Off is to hit anything not turned to mush by Bullet Punch.

Latias @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Roost

Latias, the dragon part of this triangle is for important stealth rock/spike removal which can wear down the team, as well as hitting other dragon types to ensure the rest of the team won't have to deal with something extremely bulky such as a Garchomp. Psyshock for coverage and the much needed ability to hit special defensive walls for enough damage to matter if it comes down to that. Roost for the survival to ensure Latias can always be there for the defog. EV spread is to outspeed any dragon type we need to take down (Garchomp)

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 160 Def / 96 SpD / 4 Spe
Calm Nature
- Moonlight
- Calm Mind
- Moonblast
- Flamethrower

Clefable is our fairy type for this triangle, and plays the role of defensive wall, using the amazing unaware ability to shut down anything that thought it could dragon dance/swords dance against the team. Calm Mind to start our own set up, very similar to how Scizor works using Moonlight instead of Roost of course. Flamethrower to take care of Ferrothorn, and Scizors who think Clefable is safe to switch into. EV setup to ensure it can survive any hits thrown its way and moonlight through them.

keldeo-resolute.gif
serperior.gif
heatran.gif



Triangle 2: Electric Boogaloo​
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Keldeo is love, Keldeo is life. Specs over scarf because I just love the feeling of nuking people, I'm sorry. This is a typical Keldeo set, and shouldn't need much explaining as we all know by now how good of a sweeper Keldeo is against anything weak to its moves, or anything that at least doesn't resist it. He's just ridiculous, and provides an effective special attack sweeper to the team whenever Clefable can't handle whatevers on the table, giving a needed fighting type attack.

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Substitute
- Dragon Pulse
- Hidden Power [Fire]

Snek is here to deal with all those pesky bulky water types! Leaf Storm contrary snek builds up the second of the triangles. He provides an alternative to a Keldeo sweep but requires only a few turns to set up, giving an amazing 2X SpA just from one move. Of course Leaf Storm is the type of move to miss whenever it matters, but the 100% accurate Dragon Pulse is here to safe the world. Giga Drain is an option, yes, but HP Fire is to ensure that I don't have to lose my boost whenever Ferrothorn switches in against me.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Lava Plume
- Earth Power
- Stone Edge
- Stealth Rock

Heatran is here to save anime, and be the fire type of the team. Lava Plume is amazing to burn physical attackers pretty consistently, Earth Power to deal with other Heatran, and general coverage, Stone Edge for Talonflame (which my team is generally weak to.) Stealth Rock is there for softening up anything and everything for the rest of my team to tear through.

Thanks for reading, I've only tested the team with around 30~ battles, so I was looking for any impressions and thoughts, as well as changes!
 
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This looks like a pretty solid team! My on suggestion would be a few modifications to the Heatran set:

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fire Blast / Flamethrower
- Earth Power
- Ancient Power
- Stealth Rock

Since you are running offensive Tran, Fire Blast or Flamethrower are generally better for the power. I also think Ancient Power is a better move to run than Stone Edge, as it is a special move and you don't have to worry about Stone Edge's Accuracy. Good Luck with the team!
 
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Hi there, nice team. I am glad to see you are running Stone Edge on Heatran as Talonflame is a threat to your team. Unfortunately because your Heatran is offensive and has no form of recovery, Talonflame is still a very large threat. Tornadus-T is also a very big threat to the team which you have very little counterpay for. Electric types are also annoying as they can Volt Switch all day since you lack a ground type.

My solution to this would be to implement your own Volt Turn core. The first step is to put U-turn > Knock Off on Scizor. My next suggestion is to swap Keldeo for Rotom-Wash. This also checks Torn and gives you a reliable Talon check, freeing up a move on Heatran. I would recommend Taunt over Stone Edge since it allows you to shut down fatmons. I would also put Leftovers on it so it can stallbreak more reliably. You can also consider Magma Storm > Lava Plume to become a full on stallbreaker since your primary wallbreaker in Keldeo is gone.

My final suggestion is to change your Clefable set. Unaware CM with Flamethrower has a few problems, the main one being status. Your team already handles steel types well enough, so I think you could either use Thunder Wave for speed control or Heal Bell to support the team. I would change the EV spread as well since you are currently 2HKOd by Latios Psyshock after Rocks and it can run lure moves for Tran or Scizor. 252 HP / 216 Def / 40 SpD with a Bold Nature ensures you can take on Latios and I believe the spdef is enough to help against Manaphy although Serperior is a good check already.

You could also try a Magic Guard variant since I am not totally sure what Unaware walls for you. Alternatively could go full Unaware wall to pass wishes to Rotom and Heatran. At work so I'll add the sets in later at the bottom

Edit: gonna echo Alastor Law and recommend Timid on Heatran as well
 
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Sup dude, that's a solid team, but it has a 2 capital weaknesses that you should definitely keep in mind, and those are Mega Charizard X and Sand teams. The team is fine overall, so I'll try to make minimal changes to keep the team as similar as possible to the original version:

- So I think the less valuable team member out there is Clefable. It helps you stop stuff like mega cross, some fighting types and DDers in general, and for that reason, added to the fact that you need Sand + Zard X counter, you should put a Landorus-T>Clefable. This is so key in many ways: first, it grants you a good switch in to DDers in general aside from bulky Altaria (you have a Scizor anyway), its immunity to electric and ground is very useful, letting you use Leftovers on Heatran, and finally it can set up Stealth Rock, and so you have that free moveslot on Heatran. I'll leave you the set in a spoiler below.

- Heatran should be there to break stall in my opinion. You don't seem to be doing very well against Amoonguss stall, or even stall in general with bulky grass types, so we'll put Leftovers>Air Ballon on it, and we'll switch Lava Plume for Magma Storm to trap any threat you struggle against (Talonflames included). After that, I recommend you use Taunt>Stealth Rock to shut down defensive threats such as Clefable or even water types. Next, and contrary to what Waxcode said, Stone Edge always kills Talonflame or Zard Y, so it's 100% recommended to keep it. To end this, use max speed Tran to outpace jolly Scizor and tie with other fast heatrans, since you are never too sure.

The rest of the team is nice, hope the rate helped and see you around dude :)

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Stone Edge
- Taunt

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
 
Sup dude, that's a solid team, but it has a 2 capital weaknesses that you should definitely keep in mind, and those are Mega Charizard X and Sand teams. The team is fine overall, so I'll try to make minimal changes to keep the team as similar as possible to the original version:

- So I think the less valuable team member out there is Clefable. It helps you stop stuff like mega cross, some fighting types and DDers in general, and for that reason, added to the fact that you need Sand + Zard X counter, you should put a Landorus-T>Clefable. This is so key in many ways: first, it grants you a good switch in to DDers in general aside from bulky Altaria (you have a Scizor anyway), its immunity to electric and ground is very useful, letting you use Leftovers on Heatran, and finally it can set up Stealth Rock, and so you have that free moveslot on Heatran. I'll leave you the set in a spoiler below.

- Heatran should be there to break stall in my opinion. You don't seem to be doing very well against Amoonguss stall, or even stall in general with bulky grass types, so we'll put Leftovers>Air Ballon on it, and we'll switch Lava Plume for Magma Storm to trap any threat you struggle against (Talonflames included). After that, I recommend you use Taunt>Stealth Rock to shut down defensive threats such as Clefable or even water types. Next, and contrary to what Waxcode said, Stone Edge always kills Talonflame or Zard Y, so it's 100% recommended to keep it. To end this, use max speed Tran to outpace jolly Scizor and tie with other fast heatrans, since you are never too sure.

The rest of the team is nice, hope the rate helped and see you around dude :)

Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lava Plume
- Earth Power
- Stone Edge
- Taunt

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Oh, I forgot about Zard-Y, yea that is a better reason to run Stone Edge.
 
Am i missing anything? Why light metal over technician? You will end up taking more damage from heavy slam aggronn and steelix. Also why 4 spe on clefable?
 
Am i missing anything? Why light metal over technician? You will end up taking more damage from heavy slam aggronn and steelix. Also why 4 spe on clefable?
You are missing something. The ability I have listed is for the pre mega scizor, which actually doesn't really matter considering you want to mega evolve Scizor the first turn he comes out.

And thanks, everyone for adding the input. With the tuning suggested by Alastor, Bludz, and Waxcode especially, I've changed the team.
 
Actually the normal scizor ability does matter as mega abilities dont start untill one turn after mega evolving
According to Bulbapedia, changes in a pokemon's ability take place immediately. Also light metal is used to minimize the damage taken from low kick (used on weavile and bisharp).
 
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